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Our lady of poison is taking the center stage with Saryn Revisited 2.0! Yes, that’s right! She has been revisited for a second time, and this time we took a closer look at increasing the fun factor by removing layers of complicated synergies and giving Toxic Lash and Molt a long deserved encore.

Inflicts target with a pox of Corrosive Spores. Spread Spores to nearby enemies at a base range of 16m by shooting a Spore, hitting an enemy with Toxic Lash active, killing an enemy with or without Toxic Lash active, or an ally killing an enemy.

Spores’ damage growth over time per Spore is determined per enemy infected up to a maximum of 10 infected enemies:

2 damage (can be modded with Ability Strength) per enemy infected by Spores every second up to a maximum of 10 enemies. To specify, the number of infected enemies is uncapped! You can infect more than 10 enemies, but the damage growth is dependent on that max.

For example: 5 infected enemies would set the damage growth to 10 damage every second (Modded damage growth of x * # of enemies infected up to 10). Reaching 10 infected enemies caps the damage growth at 20 every second.

A meter in the bottom right corner of your screen will show the number of infected enemies and the damage per second dealt to the infected enemies.

Damage per second “decays” (decrease over time) when no infected enemies remain:

The damage per second you’ve accumulated will first instantly drop by 20%, which will then commence the decay of the remaining damage by 10% per second (affected by Duration mods).

Decaying can be observed in the damage per second meter located above Saryn’s ability icons.

Toxic Lash no longer grants 2 Energy restore when bursting Spores - With the new spreading nature of Spores, survivability of Molt, and the increased duration of Toxic Lash and Miasma, Saryn is not as Energy hungry as she was before!

A buff icon for Toxic Lash displays so you can see the bonus (ie: after Growing Power, Energy Conversion, and other temporary power-strength buffs are applied).

In preparing for the big UI changes coming in the future, we introduced the new Virtual Cursor in this update! This free-moving virtual cursor is the the new default way in which you interact with menus and the items within those menus.

The biggest changes you will experience are (but not limited to) the following:

Scrolling is now done using the right stick.

Pretty straightforward! Move the stick up to scroll up and down to scroll down, move right for right and move left for left.

Moving the new virtual cursor is done by moving the left stick.

The cursor can move freely around any part of the screen, you are not locked to any one menu item as you would be using the D-Pad/Left stick prior to these changes.

Selecting items within the menus is now done primarily by using your default selection button (unless officially assigned in the UI - Captura for example).

For example: Options in the Arsenal (Equip, Upgrade, Appearance, Abilities) are now all selectable by hovering your cursor over the desired tab and hitting X.

Windows with fields where you can increase values (ex: Sentient Core redemption at Quill Onkko) will require you to hover over the desired field with your cursor and use the bumpers to increase/decrease values.

The bumper icons will “activate” when you’re hovering over an area to indicate which window bumper activity will affect.

Interacting with the Modding UI:

To equip a Mod select it by hovering your cursor over it and then drag it to a slot by holding down your select button.

Once you’re in the slot area you do not need to hold it anymore and will be able to move freely about with the Mod in hand.

Want to swap an already equipped Mod with one from your inventory? Drag and drop it over a Mod in your inventory!

Unequipping a Mod is done by hovering over it and using the assigned button (triangle) - so nothing’s changed here!

You will have the option to change the UI Cursor Sensitivity (speed) in the “Controls” Options to your liking.

D-Pad interacts with the virtual cursor in the following ways:

You can swap back and forth from the virtual cursor (and from keyboard/mouse inputs) using the left stick to using the D-Pad .

The virtual cursor will travel with the D-Pad movement.

Using the D-Pad will snap your cursor to whatever button is nearest to it at that time.

This is also dependent on which directional button (up/down, left/right) you press.

Scrolling will still be done by using your right-stick - the D-Pad will traverse over UI items but will not scroll if you motion to the edge of a menu.

We will be closely monitoring your feedback (and bug reports) after you’ve had the chance to test it out in the dedicated (XB1/PS4) Virtual Cursor Feedback Megathread:

This is the first TennoGen Round 12 bundle of the batch! All remaining items will be released in future updates. We appreciate your understanding as mainline updates require a lot of attention and care to be launched as soon as possible with the best of quality.

New Equinox Alternate Helmet:

EQUINOX CLISTHERT HELMET - When they are night you are day. When they are light, you are the all-encompassing dark. A demon helm befitting a Warframe of savage duality.

Synthesis Scanner will now show target enemy weaknesses and resistances.

Dojo Remaster Part 2!

If you recall, we added enhanced Dojo Decorating earlier this year with some other minor changes. Part 2 has arrived, and it brings with it new visuals and a highly anticipated room!

Lighting Remaster!

Polychrome has a new function: Room Lighting Controls! Construct and place a Polychrome to explore all the new lighting and fog options for each room in your Dojo!

Obstacle Course Architect!

Construct your own custom Obstacle Course with the Obstacle Course Architect in your Dojo! Create elaborate courses and have your Clan compete for best times! This is only a sampling of the different obstacles you can use:

For long you have been without the wonders of particles! Well, no longer shall you go without these dazzling FX as new GPU Particles have finally landed for a large library of Warframes, Weapons, and more. We will spend some time continuing to upgrade our catalog throughout the year.

Objects that attract weapon-fire, like Mag’s Magnetize ability, now do so in a more logical way:

Added a 'CLAIM ALL' button to the Foundry that appears when you have more than 1 item ready to Claim.

Weekly Leaderboards will now show a reset timer!

Real-time audio mixing is now handled by our new RTPC (Real-Time Parameter Control) system, which allows greater precision and control of the game-wide mix:

Real-time audio mixing is now decoupled from music, so players who don’t want to play with music benefit from the new RTPC system.

Player speed will now adjust footstep/sliding volume.

Bullet sound volume when the local player is being hit by enemies is now based on Shields/Health.

The RTPC system also allows cleaner and more focused music during heavy combat.

Khora Changes & Fixes:

Increased the range of Ensnare.

Removed the Line of Sight check from Ensnare to make it more reliable.

Range Mods now affect Whipclaw's AoE radius, but it is capped.

Khora's Whipclaw can now damage decorations (crates, barrels, etc).

Khora's Kavat now teleports to a given target instead of pathing there if the target is too far away!

Changed Khora’s Venari animations from domestic Kavat to Feral Kavat.

Adjusted a number of Syandanas to fit Khora better.

Tweaked Venari command sounds.

Fixed a weird 'foot shuffle' animation with Whipclaw.

Fixed using Khora’s Whipclaw on a target causing all enemies affected by Ensnare to be released when the target is killed while ensnared. This one was particularly nasty in practice and made her kit feel weak!

Fixed broken Onslaught End of Mission screen that resulted in having to restart the game.

Fixed ‘Reduced Gravity’ condition carrying over to the next Zone in Onslaught.

Fixed Onslaught Elemental hazards appearing on every subsequent Zone once it has been determined.

Fixed Warframe kills not counting towards Onslaught Efficiency when the player is controlling their Operator.

Fixed dynamic music not playing for Clients in Onslaught (or sometimes for anyone at all in certain tiles).

Scrambus/Comba Changes:

The Corpus are crafty and have found ways to combat the awesome abilities of Warframes. Their tactics help diversify gameplay, but the ability to counterplay is key. We made some tweaks in the past to Nullifiers with counterplay in mind, and now we’ve set our sights (or tried to at least) on the invisible auras of the Scrambus and Comba.

Players can now engage in more cerebral combat with these enemies, using visual cues to take them down:

Their Nullify aura has been replaced with a power that they can activate in combat. Upon use, it creates an expanding sphere that nuffilies players’ powers, and disrupts them for 2.5 seconds.

Similar to the way shooting the Nullifier bubble or weak point can interrupt or prevent the aura from spreading, shooting off Scrambus/Comba’s helmet (or killing them) will negate the sphere:

Dargyn Changes:

While stealing Dargyns from unsuspecting Grineer is all fun and games, sometimes the Dargyn you want to commandeer isn’t on the ground—sometimes it’s manned in the sky and is shooting at you.

You are now able to acquire an active Dargyn in the following ways:

Use a finisher from behind while using Archwing, allowing you to transition from Archwing to Dargyn:

Shoot the Pilot, causing the Dargyn to float gracefully to the ground for you to board:

Use Loki’s Switch Teleport on the Pilot, leaving him grounded and confused:

In addition to this new mechanic, we have also made the following changes:

Increased mounted Dargyn projectile damage from 250 to 450 and increased the clip size from 50 to 75.

Increased the spawn frequency of Dargyn patrol and idle Dargyn encounters when roaming the Plains.

Spear Fishing HUD Changes:
We’ve added a sofishticated new HUD to aid in your aquatic hunt for brains, bones, and delicious spleen! Selecting a Spear in your Gear wheel will open the Fishing HUD where you can switch between Spear, Dye, and Bait on the fly.

Grineer Shipyards Defence Layout/Flow Changes:

Improved Defense Target navigation by shifting the path towards the center of level.

Built additional buildings around the Defense Target path at both Defense locations.

Updated naming filter to allow players to use appropriate words that contain inappropriate words, like “assassin”.

Updated chat profanity filter to catch profanity with punctuation immediately following it. Those of you who have the filter turned off won’t notice a thing, but there might be a few more asterisks and a few less inappropriate words in chat for our filtered Tenno.

Changed the Ghoul Purge World State Window text from "Progress: (0 to 100)%" to "Ghoul Activity: (100 to 0)%" to be more in line with other events.

Improved the Hagoromo Zephyr Skins metallic materials at the request of the creator.

You can now place multiple Custom Obstacle Courses in your Dojo!

Upon completing the required Synthesis scans, Simaris' Daily Task entry in the World State Window can now be clicked to automatically load you into the nearest Relay.

Removed the ‘Only Sellable’ option from the Ducat Kiosk menu as it doesn’t apply to that screen.

Removed profanity filter from Loadout names.

Tweaked how Assassination Targets spawn in Assassinate Bounties to fix recurring issues of failed Bounties due to the Target not spawning.

The Bounty will now attempt to procure a spawn location for the Target for 30 seconds, and if it fails, the Bounty will successfully advance.

Geometry and split-second timing play into factor here, and failing a Bounty due to unavoidable situations does not grant Konzu his early lunch!

Exiting the Relic selection menu now counts as a non-vote instead of a decline. Previously ‘Exiting’ from the Relic selection screen counted as "declining" the mission, which you could not undo unless you left the squad, or the mission is cancelled entirely.

Improved AI navigation in the Grineer Shipyard tileset.

Melee attacks now freely pass through enemies in Range (i.e an enemy cannot block another enemy from being hit).

Increased the fade out time for Star Chart ambient and Star chart percussion music.

Removed the glowing in-world marker from Quill Onkko.

Optimized loading screens.

Fixes:

Spoiler

Fixed Gara’s Splinter Storm not refunding Energy if the target dies during the cast animation.

Fixed Nezha’s Halo ring not physically being thrown when equipped with a TennoGen Skin.

Fixed Thrown weapons equipped with Power Throw scaling with the range from Wukong’s Iron Vault Augment.

Fixed cases of getting stuck on ceiling geometry in the Iron Wake tileset.

Fixed the "Invite Squad member" button or the "Show profile" dropdown not functioning after viewing the Inventory.

Fixed Moa's playing Shockwave Moa charge attack vocals on death.

Fixed Clients ability to see Synthesis tracking FX if the Host opens the Synthesis Scanner.

Fixed the Excavation UI breaking for Clients.

Fixed only being able to damage the Nullifier Bubble if you have line-of-sight to the Nullifier.

Fixed some inconsistencies with melee sweeps where sometimes it doesn't hit a visible avatar or the sweep goes through the floor.

Fixed ‘Sellable Only’ option applying to Fish/Ducat Kiosk/Relic screens, which resulted in nothing showing up. This lead to players believing they did not have any of their freshly caught Fish in their inventories upon returning to Cetus.

Fixed Apothic not getting consumed until the end of the mission, at which Clients can rejoin as many times as they want and reuse their Apothics.

Fixed paused enemies becoming unpaused when disarmed in the Simulacrum.

Fixed turning off 'Pause AI' not unpausing currently paused enemies in the Simulacrum.

Fixed changing a Warframes colours back to default not saving after a mission and reverts back to the colours that were on the Warframe before entering the mission.

Added the ability to auto-rotate your Warframe in the Arsenal (using the Right Trigger) while browsing item grid.

Changed “preview” and “select” to be independent of one another in the Arsenal item selection (separate bindings displayed in bottom right of screen in Arsenal).

Removed the need to hold down X + drag in order to select a Mod in the Modding UI. Instead, selecting a Mod will make it stick to your cursor like it used to, allowing you to move it with cursor control or D-Pad. Additionally, hitting “back” will deselect the Mod from your cursor without exiting the screen. .

Fixed being unable to interact with touchpad controls in the customize controller menu.

Fixed GPU Particle settings reverting after leaving the Options window. Now go out there and enjoy farting all the glitter.

Fixed Clients' Bait and Dye counts not updating in the HUD.

We're still looking into the issue of not being able to unequip your gear! Thank you for your patience. A temp solution is to select “none” and then select outside the grid to unequip.

Hotfix #4 June 7th:

Fixed not being able to select “none” in the Arsenal to unequip items.

Fixed being unable to sell individual items from your Inventory for Credits, or to the Ducat Kiosk for Ducats.

Fixed the Spear Fishing HUD not reflecting used items for Clients.

Hotfix #5 June 12th:

Fixed selecting Khora’s Venari in the Arsenal causing a crash.

Hotfix #6 June 19th:

Limbo Prime, Destreza Prime, and Pyrana Prime have arrived - like magic!
The Rifts are opening and a Cataclysm is about to begin. Wield the wily Void magician, bend the power of the Void to your will, and outwit your enemies.

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Is there anyway to revert the cursor changes to the way it was before? Like an option to free roam or not? It is pretty useless and non intuitive for me with a controller. I do not have VR. Else this update looks amazing.

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Like please fix this asap no one wants this I want to press triangle to upgrade stuff not move the cursor and then double click x just to achieve the same thing please revert back to the old ui please for the sake of this game on console lol

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Please remove the cursor , from the ui , its just annoying, I want to push buttons to navigate the menus, It works fine with a mouse and keyboard , but its HORRIBLE , with a controller, it's giving me a heache

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Dear DE. Could you please look into making the new cursor interface into a selectable option for those of us who don't like the new interface. If i wanted a pc interface I'd play on pc not console. Thank you. Love the game as always

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immediately dislike new UI. It works but the lack of old dpad functionality makes NO sense. We aren't PC and all this has done is add 3-4 more steps to basic functions.

No autoscroll.

Have to confirm every single thing we want then reconfirm it to equip, along with a new delay to load it?

Otherwise it's fine but I already don't want to play or use the market and menus. It's cumbersome and not worth the effort to change gear/mods.

Edit: Plus the cursor moves like a snail vs the old scroll speed

Edit 2: Yeah this is absolutely unbelievably bad. Sorry DE but this killed the game for me. Until this is completely rectified I won't be playing. Not out of spite but out of the fact the game genuinely feels terrible to play. One of the strongest things about the game was always how well everything worked minus occasional bugs. This goes well beyond a downgrade. It shows a complete lack of consideration for console players.

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Very much so hate the new update so far. The cursor is absolutely unneeded and ridiculous. It makes something that was 100% easy to do before become time consuming and not easy. If this was the pc it would make sense. But since it isn't it's just ridiculous and makes no sense what do ever. An option needs to be given to turn it off and go back to the way it was before because for a consol the old one just works magically. Cause honestly this new cursor is making me not want to play at all and i really like this game.

Also i can't seem to run anymore in missions. If that is from the new update i find that ridiculous as well cause it makes me not want to play the game even more.

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New UI doesn't give preview of load out when changing from the navigation screen. Previously it had a tool tip style popup that gave a list of the Frame/ Primary/ Secondary as well as the melee I believe in the given slot. Now I have to load it to see if I have picked the right one.

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immediately dislike new UI. It works but the lack of old dpad functionality makes NO sense. We aren't PC and all this has done is add 3-4 more steps to basic functions.

No autoscroll.

Have to confirm every single thing we want then reconfirm it to equip, along with a new delay to load it?

Otherwise it's fine but I already don't want to play or use the market and menus. It's cumbersome and not worth the effort to change gear/mods.

Edit: Plus the cursor moves like a snail vs the old scroll speed

Edit 2: Yeah this is absolutely unbelievably bad. Sorry DE but this killed the game for me. Until this is completely rectified I won't be playing. Not out of spite but out of the fact the game genuinely feels terrible to play. One of the strongest things about the game was always how well everything worked minus occasional bugs. This goes well beyond a downgrade. It shows a complete lack of consideration for console players.

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I'd like to point out that even using a mouse doesn't make things easier. I thought I'd give the system a fair shake and try it out. Here's what I found:

-When you use the scroll wheel, both up and down directions will take you down a list (Except for like a bit of stuttering back the other way that clearly isn't correct)

-Once you reach the bottom of the list, the same becomes true the other way

-If you manage to force the cursor enough to scroll to the top or bottom a few times, the scroll functionality will then break until you exit whatever menu you were in.

Furthermore, the mouse can be used to move the cursor, but the buttons can only confirm or deny options within a given menu. It's incapable of opening the start menu to enter things like the arsenal and incapable of closing said menu once you've gotten there. Inevitably, you'd still have to have a mouse in one hand and a controller in the other just to have full functionality with the most intuitive style for a cursor (a mouse).

I'm...perplexed to say the least. Having noticed that we have full keyboard support on console during my experimentation, I've concluded that that's currently the best control style on console which doesn't make sense and just isn't what I want. What any of us want, as this thread indicates.

To be fair though, I don't think we'll be stuck here for long. I think we all remember how long experimental Archwing flight lasted, and DE labeled this the same way. Sometimes they try things that don't work. I can't knock them for that; everyone does at some point. I don't know if the answer is to just introduce a cursor into the old system, but I do know we all need our button shortcuts back.